Wednesday, July 25, 2012

La bevanda delle sere d'estate

In un bicchiere da 0,5 l (per esempio un bicchiere da pinta di birra o da media) versare nell'ordine:
  • ghiaccio a piacere (facoltativo),
  • un dito di maraschino,
  • da 25 a 33 cl di chinotto,
  • il succo di mezzo limone.
Mescolare brevemente con un cucchiaino lungo. Sorseggiare davanti al proprio PC.

Thursday, July 19, 2012

Ability scores: roll #d6, some of them in order


That which follows is a method of Ability scores determination for use – during character creation – with any role-playing game employing six Abilities with scores in the 3-18 range. This includes all iterations of D&D I know about, retro-clones or other immediate derivatives of them, as well as Dungeon World and some others. The method can also be altered for a different number of Abilities or scores in a different range, of course.
My aim with this is to marry the “organic” feel of the roll-3d6-in-order method with some of the most desirable qualities of roll-and-arrange and fixed-set methods (namely, the ability to play the class you desire, to always have a character you can make sense of in your mind’s eye, and less power-disparity within the party).

Rafu’s matrix method

First you need to draw a grid of three columns by six rows. Outside the grid scribble the Abilities used in your game, one per row. It looks like this:

Str:



Int:



Wis:



Con:



Dex:



Cha:




STEP 1: roll 6d6. Write the results in the first column, arranging them as you wish.

STEP 2: in the second column, write the numbers 1, 2, 3, 4, 5 and 6, arranged as you wish.

STEP 3: for the third column, roll 1d6 per row and write down the results in order.

Finally, total up each row to get your Ability scores.

Example: I'm playing OD&D. I roll underwhelming dice in Step #1 (4, 4, 3, 2, 2, 1), but I decide I'm gonna try and make this character a Cleric — a hardy and survivable, no-nonsense knight-templar type. Dice are kinder to me in Step #3.
Str:
3
4
5
 =12
Int:
2
1
2
 = 5
Wis:
4
6
4
 =14
Con:
4
5
4
 =13
Dex:
1
2
3
 = 6
Cha:
2
3
6
 =11

Variants

  • If you like to use formal rules for “unplayable” characters, to establish when a player’s allowed to reroll, try devising some based on Step #1 (only): this saves everybody’s time. Something like: “if you got two or more 1s and/or your best die is a 4, you’re allowed to reroll”.
  • If you want a more uniform power-level, and/or to make any one point of difference very meaningful (a flatter distribution):
    • for Step #1, roll 8d6 then drop highest and lowest die (or even 10d6 drop 2 highest and 2 lowest, etc.);
    • for Step #3, roll 3d6 and keep the median value (drop high and low) instead of 1d6.
  • For a different number of Abilities (five scores, seven scores, etc.) you need to both:
    • roll nd6 in Step #1 where n is the number of Abilities;
    • alter the array of numbers in Step #2 by removing or adding (duplicating) values starting from the middle ones (3s and 4s): thus an array for an 8-Abilites game could be “1,2,3,3,4,4,5,6”, one for a 4-Abilities game is “1,2,5,6”.
  • To generate Ability scores in a 2-12 range (Epées & Sorcellerie, World of Dungeons):
    • skip Step #1;
    • for Step #3, either:
      • use the 3d6-keep-median roll, or
      • repeat Step #3 twice, writing down both sets of results, then choose one (a whole set, not row-by-row).

Notes

I originally devised this method back in my 3E days, out of a desire to introduce some controlled randomness, but never got to put it to any real use. I wouldn’t use it for a 4E game, because it doesn’t fit with the small-squad tactics optimization those rules finally canonized as the “official” style of play, IMO. But in the present era of Old-School Renaissance, widely available OD&D retro-clones and free-licensed, D&D-themed Apocalypse World hacks… I believe there is now room and even demand for little house-rules like this to be circulated.

Monday, July 2, 2012

Monthly wrap-up: not much to see here

June was my slowest month, game-wise, since a very long time. No big surprise: I was hugely busy doing other things. Since that On Mighty Thews game I already wrote about, I've only been playing a pithy few scenes of Remember Tomorrow. Tune in again in a month for something more substantial.

Sunday, July 1, 2012

"Dungeon World", my own way

So, Dungeon World is, basically, using the rules from Apocalypse World to recreate the world of Dungeons & Dragons, right? Then, if I designed Dungeon World, here's what the playbooks would be:
  • The Adventurer — you go dungeon-delving for fame and fortune; the exact way you kill monsters (sword-fighting, spell-casting, arrow-shooting, god-invoking, back-stabbing, shape-shifting, kung-fu, etc.) depends on the options you take from the playbook.
  • The First-leveler — you're young and eager and you wish you were as cool as the Adventurer: survive long enough and that may happen.
  • The Leader — of an adventuring party (a small, but very powerful, gang).
  • The Henchman (not gender-exclusive: you can be a henchwoman, henchqueerperson, etc.) — you earn your living by being around adventurers a lot.
  • The Mayor — could be a council leader, town elder or whatever, and they're sort of like the Hardholder, in that they're responsible for a town and her citizens, probably with a militia to wield for that purpose.
  • The Baron — you control land and a manor, possibly an actual castle, and lead an armed gang of violent people; also Hardholder-ish, but compared with the Mayor you've got different responsibilities and loyalties.
  • The Merchant — a barkeeper, innkeeper or shopkeeper, possibly a craftsman like a weaponsmith, you've got an establishment sort of like a Maestro'D's.
  • The Thief — comes with a guild, but with no warrant that the guild is their friend.
  • The Wizard — not your average adventuring wizard (we've got that covered already), but the kind of wizard who owns a wizard's tower; optionally, your tower may include a dungeon.
  • The Sellsword — you fight for coin and kill for a living; maybe you've got your own mercenary gang of which you're the captain, or maybe you're a solitary assassin from some dark cult.
And here's a basic move:
When you go adventuring in a dungeon with your brave fellows, roll +a currently highlighted stat. On a 10+ choose 3, on a 7-9 choose 2:
  • you are not wounded
  • you didn't use up rare or valuable provisions (such as magic item charges, a potion…)
  • you didn't give your adventuring fellows +1Hx with you
  • you got a rich loot
  • you got an even richer loot
  • you gained a useful magic item
  • you gained a powerful magic item
  • you gained a permanent magic item
  • bards are singing of your deeds
On a failure, you are stymied during your adventure, and the MC will zoom in to that situation, showing you being cornered, embattled, imprisoned, hunted, perplexed by a puzzle, or worse.

— § —

Now, the serious part. Please, don't think that the point of the above is to slander the real DW for not focusing on the aspects of D&D (or AW) that I right in this moment I'm thinking are more funny. Rather, I meant to illustrate a point I recently made on Lumpley's blog concerning player-vs-player conflicts in AW. Well, or maybe the joke pulled my leg and it became an end in itself.

Monday, June 11, 2012

Monthly wrap-up for May

I’m being sort-of-busy, but I want to keep posting monthly updates about my role-playing experiences. Here you are, then: May 2012.

Long live the Kingdom

My biggest thing last month, in terms of effort and learning, was playtesting Kingdom, an interesting game in development by Ben Robbins (of Microscope fame). I played two one-shot, three-people sessions, one with Barbara and Alessio and the other with Barbara and Simone. I don’t really feel like describing the game at length, in the current stage, but I do recommend you join in for the next round of playtesting – whenever it might be – if you’re even remotely interested in politics as a topic for role-playing games. It’s a clever, novel design, using only the most basic of tried-and-tested building blocks, never trying to fit its in little-explored subject-matter through ill-fitting holes shaped like familiar techniques but rather carefully thinking its approach from the ground up. Reading the text got me pretty excited. In pratice, it didn’t play as smooth as I hoped it would: some subsystems are prone to cause stumbling or player fatigue, but those have been clearly identified are being redesigned – thus, my expectations for this game are very high.
As for the fictional milieu of our playtest sessions, for some reason we went twice for XIX Century settings: Carbonari in the 1820s and then railroad construction in the Wild West. While the Italian setting was the most intriguing one at first, I noticed that the western one made for more successful play, probably because we were significantly less concerned with historical accuracy, while having a huge background of previous fiction to work from (vis-a-vis a seriously underrepresented subject). I don’t think the issue is related to any particular feature of Kingdom, in other words: it would have been the same with almost any role-playing game.
A personal-level consequence of playtesting Kingdom, and then discussing aspects of it with Barbara, were some important realizations about the rules and practices of scene-framing, its toll on players and its relationship with protagonism and antagonism: I feel like I’m now getting to properly articulate some very fundamental issues I’ve been struggling with in play and tackling, somewhat unconsciously, with design (the newest and yet unreleased draft of Eden especially).

Big in the Alps

Last month as well wasn’t without a gaming convention. I was at GiocaTrento (in Trento, duh!) where – with Patrick, Erik and Jessica – I was basically in charge of the “indie RPGs” corner. I got there with a huge bag full of rpg books, which I pooled with the ones my local friends brought so that we were able to set up a table covered in indie-game-stuff: alluring covers, rough and curiosity- arousing home-bound booklets, assorted items (including a sheathed dagger for playing Mist-Robed Gate). The purpose being, of course, to make our games visible (despite the games themselves being actually intangible) and to have people ask us about them. Turns out we had it easy…
On Saturday afternoon, a chap named Alan, with whom I’d played a game of Fiasco at another meet-up months ago, voiced such an enthusiastic excitement about that game that in a second he gathered three more friends and we played 5-players Fiasco. It was a good Fiasco session, to boot! Somehow we ended up playing the wedding playset from the The Fiasco Companion using the standard Tilt and Aftermath tables (as opposed to the “soft” tables from that same book) and we got some pretty good, if crazily over-the-top, dark comedy out of it – with a healthy amount of sexy to boot. Good thing we were playing outdoors, or we’d have laughed the convention hall down! Thanks Arte, Riccardo, Vincenzo and of course Alan – I hope I got all of your names right.
On Sunday afternoon, Gaia, a girl from the convention crew, came to me holding my own It’s Complicated booklet and demanded we play that game – on the reception desk with another crew-member friend of hers, since they were both on duty. She wouldn’t take no for an answer. By pitching it to some more friends old and new, we assembled a huge seven people party to play the game. Thanks Gaia, Francesca, Gabriele the Incompetent Diplomat, Jackvice & his lovely lady and – what was your name, cute Polish girl? Seven-players It’s Complicated, yes. It would have worked, even, if not for the large number of interruptions due to, you know, playing this game at the reception table (in the end, we had to give up and cut the game short, sadly). We aimed for surreal situation-comedy, got some really crazy, cheesy over-the-top surreal comedy, and it wasn’t half bad. The bottom line, though, is that It’s Complicated really is a difficult game, in terms of – as my friend Carlo Rebagliati would probably say it – “keeping the fiction together” (la tenuta della storia, is something he’s always talking about), and that I’m now aching for a chance to play a really low-key game of it at last, with everybody really focused on exploring plausible human relationships and avoiding blatant absurdities. It will probably have to be a 3 or 4-players game (like my most successful ones to date actually have been).
In the mornings and the evenings (thanks to Patrick & Jessica, who hosted the night games at their place) I had the chance to try out a few new games myself. Boardgames aside (not usually my thing, but the ones we picked were “light” enough for me to enjoy and I had a good time), I played Vincent Baker’s Murderous Ghosts (in both roles) and Ben Robbins’s Microscope – two rpgs I had only heard about, and are now on my “must buy the books ASAP” list. I especially liked the potential for quick and fast play (though Microscope could also go on indefinitely if desired, of course).
Big heartfelt thanks go to Erik and his family, who hosted me.

A desert death-god was slain on the road to the City of Salt

This should be filed under June, actually, but what the fuck. I kicked off the month by playing Simon Carryer’s On Mighty Thews. My friend Tazio having had a sudden resurgence of excitation about that game, I offered to host a session, and was elected “GM” as a default; our friend Mario joined us in the game (and Paolo aka “Serenello” wished he could, but larger and meaner happenstances held him back).
Now, I’ve been playtesting – or, rather, successfully playing – On Mighty Thews since its first public alpha draft years ago, trying all iterations of it since then (I am, in other words, an OMT grognard who frequently confuses current rules with the ones from previous editions), and I still learn fine lessons from it. Or at least about it. I had, for example, the confirmation that three (GM +2 PCs) is the best number of players for this game – I’m now wary to ever do a foursome again, and curious to try a 1-vs-1 for a change.
The newest addition, I believe, to OMT are the Lore Roll rules. Man! In this run (the best one I’ve had using the “final” OMT rules) we really played the hell out of those, and did they pay off! By this, I don’t mean we overused them, either: au contraire, we learned that it’s moderation which brings the highest payouts – picking your Lore Roll targets carefully and sparingly, focusing on those things which really captivate you, maybe 1-2 per scene. Kudos to Mario for, basically, pacing Lore Rolls, and also for volunteering to take notes: he really showed me how Lore is OMT’s killer app! Tazio, otoh, very effectively used one such roll to make the adventure relevant to his own character, and not in the most obvious way. Good stuff.
Another relatively new addition (dating back, I think, to the last pre-final draft maybe?) is the use of a collectively drawn map. I love it because it’s fun on its own merit and it also ties in nicely with the Lore, providing a backdrop against which to hang those tidbits of information, acting as a springboard for ideas or, in retrospect, foreshadowing elements which may be (re-)incorporated. The downside is that since there are maps my OMT sessions have been lasting much longer, on average! While one could, theoretically, still do very short and to-the-point games confined in a single location, having a map on the table (no matter that how small an area it portrays) is a disincentive to that, and an incentive instead to go see some more views. Unfortunately, it’s not a good thing for an OMT game to drag out for too long: the rules are not designed for slow buildup towards a climax, but rather for abrupt, unconventional cuts, af befits their primary source materials. Draw as intricate a map as you wish, thus, but then exercise some restraint and try to keep your game confined to a couple locations, using the other ones as Lore backdrop only.
I also have a feeling that Lore and maps conspire to make long-term play an interesting possibility! To do so, I propose, one would aim for the episodic, for loosely connected short-stories woven against the common ground of an ever expanding, but never complete, tapestry – a method reminiscent of In a Wicked Age and Remember Tomorrow. I propose that to achieve this one could:
  • keep notes aplenty, especially all of the Lore items;
  • have everybody take turns at being the GM for a session;
  • vary the cast of PCs and, ideally, the number of players from session to session;
  • sometimes re-use a character exactly as s/he was, sometimes rewrite an existing character sheet from scratch;
  • explore unused locations from old maps or make new maps at whim;
  • assume anything could happen during “downtime”; do not assume chapters happen in chronological order.
Finally, I was reminded of why being the GM in OMT is both hard and weird: you can’t plan. And I don’t mean, like, plan one scene ahead. You can’t fucking plan anything. You know how little an Apocalypse World MC has to plan ahead? Well, that’d be way, way too much.

The Ivory Lioness, god-slayer.
Character and art by Tazio Bettin.

Friday, May 18, 2012

Ulrich Beck in the shower

I'm told this was originally posted by Evan Torner on some "google plus" venue. Paul Czege was kind enough to share it with me.

So I've re-read some of the German sociologist Ulrich Beck and determined the following way of presenting capitalism's "issues" to undergrads while in the shower:

1. Capitalism only works by feeding itself. It has no natural predators. It is a badly written game system that serves no one.
2. To feed itself, it must constantly monetize and rationalize the world.
3. Monetizing and rationalizing the world means subverting or destroying structures that do not provide capital and predictable gains. Everything must become an "industry." Everything consumable, and locked away.
4. Capitalism actually doesn't act on the level of the individual - it requires unassailable institutions (governments, corporations, industry networks) that systematize the extraction of wealth and value through making everything consumable but locked away.
5. Minimizing risk in the extraction of wealth and value means projecting any social, health or financial problems onto the individual.
6. Individuals then become the managers of their own risk (Beck's thesis). They are isolated, alone with their bad bargains and untenable decisions. Cutting them off from communities or inserting capitalist relations into communities to monetize and rationalize them make these individuals easier to control and incorporate into capitalist logics (debt, alienated labor).
7. Nobody likes being the manager of one's own risk (how stressful!), so those who can afford it quietly build up new social defenses (i.e. personal wealth, gated communities, Platinum cards) against the risk management.
8. The wealthy's bolstering of their own defenses requires capital, so further pressure is applied on those poorer individuals ("young, loitering, non-property-owning, poor" as Rich Benjamin recently put it) to create a safety net for themselves. Communities for the 1% holding all the wealth preserve pre-capitalist social networks and leisures. They help perpetuate the chaos outside their walls while believing themselves to be mere managers of their own wealth. A community-defense mentality sets in, and others not in on the 1% believe they can gain access to their safety nets if they help capitalism push the rest of the 99% down.
9. The poor are meanwhile fed into feedback loops (like the prison industrial complex or the surveillance state) to track their risk while denying them the ability to adequately manage it.
10. Poor people turn to desperation, and so do the talented people who don't want to be poor. Everyone oppresses everyone else in the hopes of getting behind the wealthy's wall (though they're still overworked and anxious thanks to the risk society).
11. Everyone oppressing everyone else is actually not a desirable, productive or healthy psychic environment. Despite or perhaps because of their defenses, the wealthy continue to feel insecure. Were they the ones responsible for this mess? Of course not! An abstract system that, by definition, cannot take responsibility is, in fact, responsible. But they as individuals need to continue protection against risk until the mess "sorts itself out." They churn up the engines of capital to protect themselves, and the cycle continues.

I see now how socio-historical catastrophes happen. It's these damn feedback loops.

Tuesday, May 8, 2012

Monthly wrap-up: April snow & playstorming

Phew, last month’s been a hectic one! I went to Helsinki for Solmukohta (plus some sightseeing), then to Este-in-Gioco, I role-played even while traveling, made big promises I failed to keep, and run a 2-days-long playtesting of my major work-in-progress.

- § -
So, Finland… Over the ten days I spent away, I managed (in no particular order) to have a culture shock from sky-high food-and-beer prices and another from the easy availability of vegetarian alternatives everywhere, to contemplate the glum shores of the Baltic Sea with no little sense of beauty and awe, to improve my sauna-fu from kiddie-level to beginner-level and maybe learn where the green branches come from, to quickly grow relatively bored of the plainness of Helsinki as a urban landscape and cross the sea to visit Tallinn (which was a very pleasant surprise), to meet Eero Tuovinen in person (at last! and he doesn't even look more bear than man) and play Fables of Camelot with him (quite interesting and fun), to see for myself that heavy-metal is inexplicably tolerated as not-necessarily-the-antithesis-of-cool in Finnish culture, to try some delicious blueberry and lingonberry ciders, to grow more and more used to social nudity (and I’m finding it very liberating), to come out as weird to random passersby and girls in bars, to eat mammi (not bad at all, but I much prefer it with no milk/cream) and get tipsy on minttu and salmiakki, to crash into the most surreal and inanely drunken after-party ever (featuring a wedding between Claus and a teddy bear), to show off how I’m always my own fashion designer, exploit some German rules, fail at getting into a mask-induced trance, to make some lovely new friends and to meet some much-missed old ones again. But first and last thing, I had to wonder at the majestic, unforgiving craziness of a land where it snows in April (It! Fucking! Snows! In! April!) adding to the already half-meter-deep cover of unmelted winter snow which still chokes the ground (and ice-covered lakes!).
As for the Solmukohta/Knutepunkt proper, it’s always refreshing – rejuvenating even – to step for a few days into this alternate-reality world where role-playing is cool. Yes, that sums it. Nordic role-playing apparently succeeded in allying itself with its more mainstream cousins – arts and education – rather than quietly accept being marginalized as niche entertainment for geeky and socially inept people. And it succeeded at doing this while strengthened, rather than neutered, in its cultural relevance and political aggressiveness. The KP-going crowd mirrors those developments, consisting in a dazzling array of beautiful and enjoyable people who either experienced a personal growth thanks to role-playing or were attracted to the form while coming from a different (usually artistic) background and chose to stay: these people role-play, talk smart, are possessed of powerful political views, have a sense of dress and love to dance at parties (thus showing your average foreign attendee that the above aren’t inherently irreconcilable things). The level of the conversations one can enjoy, thus, is stunningly high.
The hottest topics this year, as represented in the convention program: use of larping/role-playing in education, and the feasibility of organizing larps as a day-job – both very concrete issues, spearheaded by successful early adopters. After two years of hogging the spotlight, by the way, jeepform appears to be forgotten, or rather digested, and nobody mentions it anymore. My personal highlight, program-item-wise: attending the method demonstration of Østerskov Efterskole, the Danish special school where they teach all subjects through games, preferably larps. I already knew about them from an article in LarpZeit, international issue #1, but now I feel like I know them, and it was a great, eye-opening experience. I was recruited to help out Emily Care Boss & co. with their demonstration of GM-less tabletop rpgs: I promptly accepted, not realizing the event was scheduled for 10:00 am on a Saturday morning [if that sounds harmless enough to you, then you have no idea of the kind of parties they throw at night during Solmukohta!], and then chose to demo Polaris, not realizing I was only to be allotted half an hour for that. To my surprise, I think the event – or my Polaris demo at least – was actually a success! Too bad that, afterwards, sleep deprivation exacted its toll from me, so that I failed to achieve much at all during Alex Fradera’s lovely mask-trance technique improvisation seminar (after a while I stepped back and just watched).
Naturally, more than a handful Solmukohta-goers disseminated the Internet with their own tales or even detailed diaries of the trip: there’s Thomas (who spends honeyed words about me and even notices my early morning samue), Lizzie, Lizzie again, you can’t have enough, Evan, John, Rafael, not to forget the Mike Pohjola… It’s actually a lot of fun to read them all, the same way it’s intriguing to hear different players’ stories after a larp: you get a feeling for a vast multitude of individual narratives that sometimes, just sometimes touch. Oh, and I haven’t been able to dig into the Solmukohta book, yet, but I will, word by word – also ’cause I want to have a hand in disproving Andrea Castellani’s malignant theory that nobody ever reads the book (and be sure I read the many books from last two years pretty thoroughly!).

- § -
As soon as I was back to Italy, I embarked in the pretty short trip to Este in Gioco, a gaming convention in the Padua area (in case you’re wondering how I manage to move around so much while being unemployed/broke: this time I was fully reliant on friends for driving me there, hosting me for the night, etc., so it cost me very little money to go). I’ve been attending Este in Gioco almost every year since a good while, and I was thrilled when I heard that the convention had finally moved into the very scenic town center of Este proper, in the park enclosed by the castle walls. It was then a bit of a disappointment, upon arrival, to realize that the whole convention was confined within a single pavilion and enjoyed very little visibility from the outside – even the posters advertising it were few, far between and small-sized. With the town being very lively on a sunny Saturday afternoon, I had hoped we were going to visibly invade public spaces and hook in random passersby to try out games! Nothing like that happened but, on the other hand, I wasn’t really prepared for that either – no easy, “introductory” games in my bag, nor colorful devices to show people I’m there. Board-games and the like have it easy: visible game components act as their own advertisement or, at least, as a token of existence; role-playing games, on the other hand, tend to be mostly immaterial, which also means they’re nigh-invisible. It’s telling that, as I and friends were attempting to gather players for an excellent mini-larp by Oscar Biffi, our attempts only turned successful after Oscar produced a bunch of wooden swords (which are, mind you, only employed as a costume prop in the larp, not actually used for fighting): now we had a visible, obvious cue that something was happening, and that we could leverage to break into people’s mind-space and ask them into the game. Anyway, a bunch of the usual suspects were there and I had a good time with them. There was a pretty sweet game of Mist-Robed Gate (how’s that for something visible which could be played in a public space to get some attention, by the way?) and much playtesting of friends’ work-in-progress designs: Dawn of a New Tomorrow by Davide Losito is turning out a very solid game, in fact, and I feel like through my vampire character I only played for a couple hour I was able to channel so much more angst and negative energy than I ever could express as a teenager – well done! And, you know, maybe next year we’ll be able to make the most from the convention’s new location and make role-playing games visible to the general populace (probably through specially designed events, or at least strong visual cues).
Also this last month, I’ve been playing lots of Remember Tomorrow – as a two-players game. It is indeed true that it works this way, almost as well as with three or more players, as its only feature which is directly hampered by the two-players setup is the (in my experience) very uncommon 3-way conflict; the game mostly plays as a string of 1-vs-1 face-offs (interspersed with monologues) anyway, even in a larger group. Since I and my sweetheart share a fondness for the subject-matter, Remember Tomorrow has become our default go-to pastime whenever we’ve got some time to kill: we played it in German international airports, onboard Baltic ferry-boats and while sunbathing on Italian beaches* (one just has to remember to pack the little bundle of playsheets and 8d10; small-change coins work well enough for Edge tokens). I feel like I’m now experienced enough with the game that I begin to notice its probable limits, but still I think it’s extremely good for a regular, you’re-not-sure-how-long-it’s-going-to-last game, and completing an “episode” (it took longer than we expected) left us hungry to start another one almost immediately (which we did).
* On the topic of sunbathing: yes, this is Italy, and in April we go to the beach. Sorry, Finland!
Finally, speaking of actual play in April, we summoned a bunch of friends to the usual place for what we call “a home convention” on 30th and May 1st. The original plan was to playtest Ben Robbin’s Kingdom, but as one of the players wasn’t jazzed with my synopsis of the game (too bad, since I’m extremely excited about it!) we went for Plan B: we set down to playtest my own I reietti di Eden — the first ever playtest for the severe rule changes I’ve been cooking up since version 0.2 crashed like a train-wreck. What actually happened over two pretty intense afternoons could better be termed a “playstorming”: new rules were made up on the fly to patch holes, and the whole thing barely held together, though the players unanimously reported having had fun. It’s crystal clear that some balancing still needs to be done before a playtest draft can be let out in the wild, but that’s the least of the discoveries made, and was almost expected. More critically, I have to give up on the idea that this can be a quick, convention-friendly one-shot game: it took us some 10 hours of play before we triggered the endgame, and most startling is that I liked it that way, since the rhythm of play was feeling perfectly right or at times even too fast; while I could theoretically re-design everything from the ground up, that would necessarily involve cutting away large chunks of play I actually have fun with. Better to quit my insistence on a one-shot game, then, and focus on the emergent strengths of the design, even if doing so will mean far less opportunities for playtests and, consequently, a slower development. Also, game setup methods (or lack thereof) came under some heavy fire, with “blank page syndrome” denounced as a universal issue: this proved fortunate, as it immediately generated ideas for a more structured setup phase, which I’m going to test out as soon as possible.
Besides, do you remember how I was supposed to translate the Italian finalists of the Game Chef? Well, while the feeling of being a “staff member” to the contest was great for me (and helped me cope with the disappointment for not being able to participate, the actual contest period overlapping almost exactly with my journey to Helsinki), I had no idea about the deadlines. Deadlines which actually came up when I was either off-line or presumed to be off-line (whether rightfully or not) by Giulia and Mario — the result being that it was Giulia, and not me, who did the job. To be fair, I suspect her to-English translations are vastly better than I could hope to achieve (I know she’s way more experienced than me there).

Thursday, April 26, 2012

From the depths of my hdd: D&D3/d20 Monk Weapons


Foreword: I have recovered some old files while tidying up my hard drives, stuff from the old days when I was into Dungeons & Dragons 3rd Edition. What follows is an article I originally meant to submit to Dragon magazine (when it was still a print magazine!) detailing new weapons for D&D3/d20 System. Ehi, somebody still plays that stuff! I guess this works alright with Pathfinder or with any D&D variant which has “monks” as a class. The statistics given are for “3.5” rules – for “3.0” rules just ignore the “Dmg (S)” column and instead assign each weapon a size. I’m sure you can easily adapt the table to whatever version of D&D you’re using. These weapons were never playtested (but, if you want my opinion, most such material released in magazines wasn’t, either).

New Weapons for Monks


All of the weapons described in this article are exotic weapons, requiring a character to acquire the appropriate Exotic Weapon Proficiency feat or suffer a -4 penalty on attack rolls. Besides, all of these weapons are considered “special monk weapons”, but only in the hands of a proficient character: thus, a monk character wielding any of these weapons and being proficient with it can use it as part of a flurry of blows.

Hollow staff: A 5’ long staff fashioned from bamboo wood, very stout despite being hollow inside and thus lighter in weight compared than a common quarterstaff. Like the quarterstaff, you can wield it as a double weapon. Alternatively, and unlike the quarterstaff, being so light you can grip it very close to its end and brandish it like a long club: in this case it counts as a reach weapon and you can strike at opponents 10 feet away with it, but you can’t use it against adjacent foes. Switching from wielding the hollow staff as a double weapon to wielding it as a reach weapon, or vice-versa, takes a “draw weapon” action for any character but a proficient monk; a monk proficient in the hollow staff can instead make the switch as a free action.
[Note: if you’re using my variant weapons rules from this other article, you could treat the hollow staff as a variant quarterstaff, instead of a separate exotic weapon (the only effective difference being that a nonproficient user could still pick up a hollow staff and use it as it was a standard quarterstaff).]

Hornet knife: A small, triangle-shaped throwing dagger, resembling an oversized shuriken. Since it is not designed for melee, you are always treated as nonproficient with it if you use a hornet knife as a melee weapon. Although they are thrown weapons, hornet knives are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.

Serpentspire sword: This sword resembles a straight-edged rapier with the long handle and cross-shaped hilt of a bastard sword. Its very flexible blade twists and waves almost like a snake, hence its name. It is a favoured weapon of certain master swordsmen from distant lands who employ an exotic, flamboyant style of swordplay: they juggle the sword from their left to their right as they duel and occasionally they grip it with both hands. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a serpentspire sword sized for you, even though it isn’t a light weapon. In order to attack with a serpentspire sword as part of a flurry of blows, a monk must be wielding only one such weapon and have her other hand free.

Tonfa: These L-shaped, stout wooden sticks are often used in pairs and make for an effective parrying weapon. One wields them by gripping the shorter, thinner bar in the palm and keeping the longer, thicker bar parallel to the forearm: thus one performs parries with the protected forearm in the style of an unarmed fighter, but rotates the weapon forward to strike with it as a club. A proficient character wielding paired tonfas gains a +1 shield bonus to AC when fighting defensively, taking a total defense action or employing the Combat Expertise feat.

Unbalanced axe: There once was a martial artist of unsurpassed mastery, but possessing little muscle strength in his arms, who sought out a weapon which would substitute the former for the latter. He designed an oddly bent axe, no larger than a typical handaxe but considerably heavier, meant to be swinged around in circular motions at high speed, then driving its mass with a skilled flick of the wrist as it drops. So unwieldy is the unbalanced axe that it always imposes a -1 penalty on attack rolls. Besides, a monk can only use unbalanced axe attacks in a flurry of blows if he wields two such weapons and makes all of his attacks with those (mixing no unarmed strikes in the routine). Despite being considered a “light weapon” for most purposes, the unbalanced axe can’t be used in a grapple.

New exotic weapons

Cost

Dmg (S)
Dmg (M)
Critical
Range Increment
Weight
Type
Light Melee Weapons







Tonfa
2 gp
1d4
1d6
x2
2 lb.
Bludgeoning
Unbalanced axe
25 gp
1d6
1d8
x3
5 lb.
Slashing








One-Handed Melee Weapons







Serpentspire sword
40 gp
1d4
1d6
18–20/x2
2 lb.
Piercing or slashing
Two-Handed Melee Weapons







Hollow staff (as a double weapon)
15 gp
1d4/1d4
1d6/1d6
x2
2 lb.
Bludgeoning
or hollow staff (as a reach weapon)

1d4
1d6
x2











Ranged Weapons







Hornet knives (5)
2 gp
1d3
1d4
x2
10 ft.
2 lb.
Piercing